Game 1 was NOT actually complete; the green dashboard overstated it. Created objectives for the verified, untracked gaps (all confirmed 2026-06-25 against the code, both Rust + GDScript paths): - p3-19 player→ecology feedback (over-harvest/hunt deplete live populations; extinction) - p3-20 weather affects scouting (vision penalty, not just movement) - p3-21 weather-driven migration (migration ignores weather today) - p3-22 AI builds dedicated scouts (only frontier-seeks with idle military) - p3-23 trade richness (luxury swaps only; no gold/strategic trades) - p3-24 Rail-1 port of economy/happiness/climate per-turn glue logic from GDScript Dashboard regenerated. (Systems I'd wrongly doubted — ecology engine ticking, AI worker improvements, naval harbor-gating — are confirmed working; not reopened.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| .. | ||
| age-of-dwarves | ||
| age-of-elves/guide | ||
| age-of-kzzkyt/guide | ||
| sandbox | ||